Friday, 19 February 2016

No matter what style of game you play, figuring out the proper amount of preparation required to run a session is not a trivial matter. Some modern games make it easier on you, providing you with tools to create a session on the fly or else making preparation unnecessary / verboten. The "powered by the Apocalypse" games require a certain amount of preparation early on, but for the most part GMing those games is about reacting dynamically to events as they unfold. That's a fine thing, and a good philosophical perspective on the GM role (that is, the GM's job is not to plan a story, it is to respond to the decisions the PCs make); it can be unnerving if you're not on the ball, though, because you don't have the security blanket of pages of notes to fall back on.

Friday, 12 February 2016

If you're like us, you probably read the description of the game -- a game about immortals that frames the story in the present and fills in the backstory via flashbacks -- you're probably thinking that this is a very large undertaking. With four characters in the main cast, and a "signature era" for each one in various time periods of the past, that makes the story a sprawling affair, stretched from the ancient past to the fall of Rome to the Crusades to the Salem Witch Trials, not including glimpses we get of the "Gotterdammerung" events that took place in 1945. Or brief glimpses we get of the characters meeting in other time periods.

Tuesday, 9 February 2016

After a long dry spell, we have finally started a new game this past Saturday night. Let me tell you about it.

But first, a little theme music. In deference to my friend Amanda, the version you'll be hearing is not the sublime original by Queen, but the cover by the Protomen. It should still get you in the mood for a story about sword-wielding immortals.